Feb 202011
 

Slumped against the wall the Warriors find a dying Dwarf prospector, riddled with Orc arrows. As they approach he growls a warning, threatening them with a huge axe. When he sees that they are not Orcs or evil creatures he calms down and gives them a key.
With his dying breath he says:
“This is the key to the portcullis. Without it you will never get through.”
One of the players should keep this card to remind you that his Warrior has the key. In Webquest, the Portcullis Key items can be given to any Warrior. Click ‘Add an object’, select ‘a special location not devoted to the Warrior’ and then choose ‘Special Items’.
Draw another Event Card immediately.

Feb 202011
 

A scuttling mass of stinging, biting scorpions emerge from the darkness and engulfs one of the Warriors.
A scorpion swarm is a special form of Monster and its attack is resolved immediately. Randomly determine which Warrior is attacked by the swarm.
There are 12 scorpions in the swarm, but they are very small, and are not represented by miniatures on the board.
Roll your Warrior’s normal damage dice (1D6 + Strength) to see how many scorpions he kills with his attack – the number rolled is the number of scorpions he kills. Each scorpion killed is worth 5 Gold.
Any scorpions that are left inflict 1 Wound each, with no modifiers for Toughness or armour.
The scorpion swarm then scuttles away and this card is discarded.
Another Event occurs on a roll of 1-3

Jan 102011
 

Swordsman being disarmedFumbling your weapon in your desperation to vanquish to foe, you scramble frantically to pick it up before your foes can press the advantage…

If there are no Monsters on the board, draw another Event Card. One Warrior (determined using the Warrior Counters) was disarmed by his opponent and has dropped his weapon. He must pick his weapon up again before he can use it. He must pass an Initiative Test (1D6 + his Initiative, 7+ to pass) or spend the rest of the turn scrabbling around for his weapon, during which time he may not attack, whilst his opponent gets +2 To Hit. A pass indicated that he has managed to quickly pick the weapon up before his opponent can take adavantage of the situation.
If your Warrior has a second weapon to hand, then he may draw this instead, as per the normal Warhammer Quest rules, and he is then assumed to retrieve the weapon once the combat is over.

Jan 092011
 

Ice Mage Casting SpellA storm in Winds of Magic tears through the room Dungeon. It is difficult to cast spells while the Winds blow this strong, but those with the strength of mind to command the raging currents of magic have the raw material to cast powerful enchantments.
Any Wizards in the party each gain (D6 + their Battle Level) points of power this turn, but must pass a Willpower Test (1d6 + WP characteristic, 7+ to pass) each time they cast a spell or the attempt will fail and the points of Power will be lost.
Similarly, Warriors who roll a dice to determine spell casting success like the Ranger Mage and Warrior Priest may attempt to cast one extra Spell/Blessing this turn, but must first pass a Willpower test as outlined above.

Jan 082011
 

Ancient RuinsThe floor of the Dungeon trembles violently, knocking everyone to the ground as the very stone convulsively shudders.

If there are no Monsters in play, draw another event card. All of the Monsters are knocked to the ground, and miss the rest of the turn picking themselves up. The only exception to this are monsters with the Fly or Ethereal special rules.

Each Warrior rolls 1D6 in the Warriors Phase. On a 4+ you manage to remain on your feet, on a 1 – 3 you are also knocked down and may not perform any actions this turn.

Jan 072011
 

Warhammer Wheel of Magic

As you enter the room, you feel suddenly weak and helpless, and realise you can no longer touch the Winds of Magic around you!
Wizards and other spellcasters like the Warrior Priest and Elf Ranger cannot cast spells for the next 1d3 turns, even through using Power Tokens from their personal power store or held in special items like the Wizards Staff. In addition, special items and treasure that cast spells (like spell scrolls and spell rings) will not work during this time either.

Other treasure will continue to work normally in this time.

Draw another event card.

Jan 062011
 

This evening one of your party has either prayed to one of the gods or has cursed using their name. Normally, it seems that the gods pay little attention to such things, but tonight is different – tonight, the gods are listening…

Roll 1D6 to determine the god’s response.

1. The god has been somewhat offended! The Warriors are cursed with a disease that weakens them and slows them down, adding two more weeks to their journey!
2-3. The god decides to punish one of the Warriors for some wrong-doing. A random Warrior suffers -1 Wound permanently.
4-5. The god smiles upon a random Warriors granting increased vitality: +1 Wound permanently.
6. The god is so pleased with a random Warrior that an Objective Room treasure suddenly appears in the Warrior’s bag! (Optionally: A Chaos Warrior gets a random Chaos Artefact instead)

Donated by Old Warrior (http://www.goodsandgoodies.com/wq/)

Jan 062011
 
Warhammer Quest Dungeon Event - Ghost of the Forefathers

Warhammer Quest Dungeon Event - Ghost of the ForefathersOne of the warriors is visited by the spirit of an ancestor. Pick a random warrior and let him roll on the following table:

1: The forefather is very angry with the warrior and curses him, the warrior has -1 Str for the rest of the adventure.

2-4: The ancestor is pleased to see the warrior and forewarns him to the dangers ahead. The warrior can reveal the contents and monsters of one chamber before entering it, once this adventure.

5-6: The forefather decides to help his progeny and inhibits him with an extra attack at +1 to hit for the rest of the combat.

Donated by Captain Cutlass (http://www.cutlass.be/)

Jan 052011
 

The Warriors hear an ominous hissing noise from above. A patch of stone work in the ceiling is looking an odd colour… it seems to be damp. All of a sudden it gives way with a burst of acid that crumbles the stone and sprays out at high velocity, coating everyone!

Each model in one room should roll 1D6, and discard odd numbered rolls (1,3,5).
An even roll is to be taken as a D3 roll for how many Wounds, unmodified for Toughness, armour, Ignore Pain etc are suffered. Multiply this number by the Battle-Level of the target (or Dungeon Level for Monsters). Only Dodge can be attempted to avoid this damage.
(For example, if a Warrior rolls a 4, they get 2 Unmodified Wounds per Battle-Level.)

No Treasure is gained from competing this event. Roll 1d6, on a 1-3 draw another Event Card immediately.

Contributed by The Custodian

Jan 052011
 

Curled in the corner is the corpse of a being of the same species as one of the Warriors.

Determine randomly which of them it is. Any Warriors of this species are so appalled that they Hate the next group of Monsters they encounter, gaining +1 Attack but suffering -1 to hit. Roll 1D6 after the battle – on a roll of 6 the effect is permanent against that species!

No Treasure is gained from completing this event. Draw another Event Card immediately.

Contributed by The Custodian